UE2:NavigationPoint (U2XMP)
- Package:
- Engine
- Direct subclasses:
- AlternatePath, AmbushPoint, ArtifactSpawnPoint, BlockedPath, CableNode, Door, FlyNode, InventorySpot, Ladder, LevelLoadingView, LiftCenter, LiftExit, PathNode, PlayerStart, ReplicatorSpawnPoint, ShadowNode, SpawnPoint, Teleporter, U2FlagBase, WarpZoneMarker
- This class in other games:
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NavigationPoint.
NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level
Properties
bAllowFlyPaths
Type: bool
if false, won't get any flying paths out of this navigation point
Default value: True
bAllowJumpPaths
Type: bool
if false, won't get any jumping paths out of this navigation point
Default value: True
bAllowSwimPaths
Type: bool
if false, won't get any swimming paths out of this navigation point
Default value: True
bBlocked
Type: bool
this path is currently unuseable
bDisabled
Type: bool
used to temporarily enable/disable selected/all navigation points while tweaking paths in specific areas
bFindBase
Type: bool
if false, path building code doesn't find/check base for navigation point
Default value: True
bNeverUseStrafing
Type: bool
shouldn't use advanced tactics going to this point
bOneWayPath
Type: bool
reachspecs from this path only in the direction the path is facing (180 degrees)
bPropagatesSound
Type: bool
this navigation point can be used for sound propagation (around corners)
Default value: True
ConnectFlags
Type: EConnectFlags
(CFL_SOURCEDEST) -- can be set in editor to restrict use of navigation point in building paths (e.g. for testing)
ExtraCost
Type: int
Extra weight added by level designer
ForcedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should always be connected from this path
PathList
Modifiers: const, editconst
index of reachspecs (used by C++ Navigation code)
ProscribedPaths
Type: name
Array size: 4
list of names of NavigationPoints which should never be connected from this path
Internal variables
bAutoBuilt
Type: bool
Modifiers: const
placed during execution of "PATHS BUILD"
bAutoPlaced
Type: bool
Modifiers: const
placed as marker for another object during a paths define
bEndPoint
Type: bool
Modifiers: transient
used by C++ navigation code
bestPathWeight
Type: int
Modifiers: const
bForceNoStrafing
Type: bool
Modifiers: const
NEW (mdf) serpentine support -- override any LD changes to bNeverUseStrafing
bPathsChanged
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
bSpecialCost
Type: bool
if true, navigation code will call SpecialCost function for this navigation point
bSpecialMove
Type: bool
cost
Type: int
added cost to visit this pathnode
Type: NavigationPoint
Modifiers: const
nextOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
OldEditorLocation
Type: Object.Vector
NEW (mdf) dirty paths fix
PathInCount
Type: int
Modifiers: const
NEW (mdf) number of paths into navigation point
PathOutCount
Type: int
Modifiers: const
NEW (mdf) number of paths out of navigation point
previousPath
Type: NavigationPoint
Modifiers: const
prevOrdered
Type: NavigationPoint
Modifiers: const
for internal use during route searches
taken
Type: bool
set when a creature is occupying this spot
visitedWeight
Type: int
Default values
Property | Value |
---|---|
bCollideWhenPlacing | True |
bHidden | True |
bNoDelete | True |
bStatic | True |
CollisionHeight | 50.0 |
CollisionRadius | 50.0 |
SoundVolume | 0 |
Texture | Texture'Engine.S_NavP' |
Enums
EConnectFlags
- CFL_SourceDest
- (default) navigation point can be a source or destination node in paths
- CFL_Source
- navigation point can be a source node in paths (e.g. LiftCenter)
- CFL_Dest
- navigation point can be a destination node in paths
- CFL_None
- navigation point not used when building paths
Functions
Events
SpecialCost
SuggestMovePreparation
Other instance functions
Accept
MoverClosed
MoverOpened
ProceedWithMove